Will the latter side step the issue, fail to jump over it, or take the former head on?
I hope that there is a fighter in the future that doesn't lock the characters to each other, that is, to readjust the camera so that they're always on the side. I don't want free movement to run aimlessly in circles like party brawlers though. I want the character to remain in fighting stances to swap between them and to make the move's input relative, not just to the stance, but to how it relates to the camera.
Let me give you an example: in case you used double forward and punch to make a heavy strike by tapping right (because you're the character on the left), you have to consider the character's facing direction relative to the camera, so that the double input matches and delivers the same strike. Should the character be facing forward by standing on the back of the screen, then tapping up on the d-pad twice would be the way to go.